using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Gumps;
using Server.Items;
using Server.Multis;
using Server.Targeting;

namespace Server.Commands.Generic
{
	public class DesignInsertCommand : BaseCommand
	{
		public static void Initialize()
		{
			TargetCommands.Register( new DesignInsertCommand() );
		}

		public DesignInsertCommand()
		{
			AccessLevel = AccessLevel.GameMaster;
			Supports = CommandSupport.Single | CommandSupport.Area;
			Commands = new string[] { "DesignInsert" };
			ObjectTypes = ObjectTypes.Items;
			Usage = "DesignInsert [allItems=false]";
			Description = "Inserts multiple targeted items into a customizable house's design.";
		}

		#region Single targeting mode
		public override void Execute( CommandEventArgs e, object obj )
		{
			Target t = new DesignInsertTarget( new List<HouseFoundation>(), ( e.Length < 1 || !e.GetBoolean( 0 ) ) );
			t.Invoke( e.Mobile, obj );
		}

		private class DesignInsertTarget : Target
		{
			private List<HouseFoundation> m_Foundations;
			private bool m_StaticsOnly;

			public DesignInsertTarget( List<HouseFoundation> foundations, bool staticsOnly )
				: base( -1, false, TargetFlags.None )
			{
				m_Foundations = foundations;
				m_StaticsOnly = staticsOnly;
			}

			protected override void OnTargetCancel( Mobile from, TargetCancelType cancelType )
			{
				if ( m_Foundations.Count != 0 )
				{
					from.SendMessage( "Your changes have been committed. Updating..." );

					foreach ( HouseFoundation house in m_Foundations )
						house.Delta( ItemDelta.Update );
				}
			}

			protected override void OnTarget( Mobile from, object obj )
			{
				HouseFoundation house;
				DesignInsertResult result = ProcessInsert( obj as Item, m_StaticsOnly, out house );

				switch ( result )
				{
					case DesignInsertResult.Valid:
					{
						if ( m_Foundations.Count == 0 )
							from.SendMessage( "The item has been inserted into the house design. Press ESC when you are finished." );
						else
							from.SendMessage( "The item has been inserted into the house design." );

						if ( !m_Foundations.Contains( house ) )
							m_Foundations.Add( house );

						break;
					}
					case DesignInsertResult.InvalidItem:
					{
						from.SendMessage( "That cannot be inserted. Try again." );
						break;
					}
					case DesignInsertResult.NotInHouse:
					case DesignInsertResult.OutsideHouseBounds:
					{
						from.SendMessage( "That item is not inside a customizable house. Try again." );
						break;
					}
				}

				from.Target = new DesignInsertTarget( m_Foundations, m_StaticsOnly );
			}
		}
		#endregion

		#region Area targeting mode
		public override void ExecuteList( CommandEventArgs e, ArrayList list )
		{
			e.Mobile.SendGump( new WarningGump( 1060637, 30720, String.Format( "You are about to insert {0} objects. This cannot be undone without a full server revert.<br><br>Continue?", list.Count ), 0xFFC000, 420, 280, new WarningGumpCallback( OnConfirmCallback ), new object[] { e, list, ( e.Length < 1 || !e.GetBoolean( 0 ) ) } ) );
			AddResponse( "Awaiting confirmation..." );
		}

		private void OnConfirmCallback( Mobile from, bool okay, object state )
		{
			object[] states = (object[])state;
			CommandEventArgs e = (CommandEventArgs)states[0];
			ArrayList list = (ArrayList)states[1];
			bool staticsOnly = (bool)states[2];

			bool flushToLog = false;

			if ( okay )
			{
				List<HouseFoundation> foundations = new List<HouseFoundation>();
				flushToLog = ( list.Count > 20 );

				for ( int i = 0; i < list.Count; ++i )
				{
					HouseFoundation house;
					DesignInsertResult result = ProcessInsert( list[i] as Item, staticsOnly, out house );

					switch ( result )
					{
						case DesignInsertResult.Valid:
						{
							AddResponse( "The item has been inserted into the house design." );

							if ( !foundations.Contains( house ) )
								foundations.Add( house );

							break;
						}
						case DesignInsertResult.InvalidItem:
						{
							LogFailure( "That cannot be inserted." );
							break;
						}
						case DesignInsertResult.NotInHouse:
						case DesignInsertResult.OutsideHouseBounds:
						{
							LogFailure( "That item is not inside a customizable house." );
							break;
						}
					}
				}

				foreach ( HouseFoundation house in foundations )
					house.Delta( ItemDelta.Update );
			}
			else
			{
				AddResponse( "Command aborted." );
			}

			Flush( from, flushToLog );
		}
		#endregion

		public enum DesignInsertResult
		{
			Valid,
			InvalidItem,
			NotInHouse,
			OutsideHouseBounds
		}

		public static DesignInsertResult ProcessInsert( Item item, bool staticsOnly, out HouseFoundation house )
		{
			house = null;

			if ( item == null || item is BaseMulti || item is HouseSign || ( staticsOnly && !( item is Static ) ) )
				return DesignInsertResult.InvalidItem;

			house = BaseHouse.FindHouseAt( item ) as HouseFoundation;

			if ( house == null )
				return DesignInsertResult.NotInHouse;

			int x = item.X - house.X;
			int y = item.Y - house.Y;
			int z = item.Z - house.Z;

			if ( !TryInsertIntoState( house.CurrentState, item.ItemID, x, y, z ) )
				return DesignInsertResult.OutsideHouseBounds;

			TryInsertIntoState( house.DesignState, item.ItemID, x, y, z );
			item.Delete();

			return DesignInsertResult.Valid;
		}

		private static bool TryInsertIntoState( DesignState state, int itemID, int x, int y, int z )
		{
			MultiComponentList mcl = state.Components;

			if ( x < mcl.Min.X || y < mcl.Min.Y || x > mcl.Max.X || y > mcl.Max.Y )
				return false;

			mcl.Add( itemID, x, y, z );
			state.OnRevised();

			return true;
		}
	}
}
